Mage Killer
CREATURE 8Whenever high command needs an enemy spellcaster taken off the board in the midst of battle, they send in a mage killer.
Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.
+16
Common
Acrobatics +17, Arcana +13, Athletics +16 (+18 to Disarm magic staves and wands), Stealth +18
Str +4, Dex +5, Con +2, Int +1, Wis +2, Cha +0
AC 25; Fort +16, Ref +17, Will +16
HP 145
Spell Dodge
The mage killer is targeted by a spell
The mage killer gains a +2 circumstance bonus to AC and saving throws against the triggering spell.
Spell Interception
A creature within 10 feet of the mage killer Casts a Spell
The mage killer makes a melee Strike or thrown dagger Strike against the triggering creature. If it hits, the spell is disrupted.
25 feet
Melee Dagger +19 (agile, finesse, versatile s), Damage 1d4+10 piercing plus Magical Static
Melee Dagger +19 (agile, finesse, thrown 10, versatile s), Damage 1d4+10 piercing plus Magical Static
Melee Rapier +20 (deadly d8, disarm, finesse, magical), Damage 2d6+10 piercing plus Magical Static
Melee Fist +19 (agile, finesse, nonlethal, unarmed), Damage 1d4+10 bludgeoning plus Magical Static
Magical Static (arcane, mental)
The mage killer's Strikes deal an additional 1d8 mental damage to a creature that has Cast (or attempted to Cast) a Spell within the last round, and on a critical hit, the creature is Stupefied 1 for 1 minute.
Shift Energy Runes (arcane, concentrate)
once per hour
The mage killer alters the magical countermeasures in the runes on their armor. They change their resistance to the energy type of their choice (acid, cold, electricity, fire, force, sonic, vitality, or void).
Sudden Charge
Pathfinder NPC CoreORC